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-rw-r--r--src/gallium/drivers/cell/spu/spu_tri.c843
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diff --git a/src/gallium/drivers/cell/spu/spu_tri.c b/src/gallium/drivers/cell/spu/spu_tri.c
deleted file mode 100644
index efeebca27bb..00000000000
--- a/src/gallium/drivers/cell/spu/spu_tri.c
+++ /dev/null
@@ -1,843 +0,0 @@
-/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sub license, and/or sell copies of the Software, and to
- * permit persons to whom the Software is furnished to do so, subject to
- * the following conditions:
- *
- * The above copyright notice and this permission notice (including the
- * next paragraph) shall be included in all copies or substantial portions
- * of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
- * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- **************************************************************************/
-
-/**
- * Triangle rendering within a tile.
- */
-
-#include "pipe/p_compiler.h"
-#include "pipe/p_format.h"
-#include "util/u_math.h"
-#include "spu_colorpack.h"
-#include "spu_main.h"
-#include "spu_shuffle.h"
-#include "spu_texture.h"
-#include "spu_tile.h"
-#include "spu_tri.h"
-
-
-/** Masks are uint[4] vectors with each element being 0 or 0xffffffff */
-typedef vector unsigned int mask_t;
-
-
-
-/**
- * Simplified types taken from other parts of Gallium
- */
-struct vertex_header {
- vector float data[1];
-};
-
-
-
-/* XXX fix this */
-#undef CEILF
-#define CEILF(X) ((float) (int) ((X) + 0.99999f))
-
-
-#define QUAD_TOP_LEFT 0
-#define QUAD_TOP_RIGHT 1
-#define QUAD_BOTTOM_LEFT 2
-#define QUAD_BOTTOM_RIGHT 3
-#define MASK_TOP_LEFT (1 << QUAD_TOP_LEFT)
-#define MASK_TOP_RIGHT (1 << QUAD_TOP_RIGHT)
-#define MASK_BOTTOM_LEFT (1 << QUAD_BOTTOM_LEFT)
-#define MASK_BOTTOM_RIGHT (1 << QUAD_BOTTOM_RIGHT)
-#define MASK_ALL 0xf
-
-
-#define CHAN0 0
-#define CHAN1 1
-#define CHAN2 2
-#define CHAN3 3
-
-
-#define DEBUG_VERTS 0
-
-/**
- * Triangle edge info
- */
-struct edge {
- union {
- struct {
- float dx; /**< X(v1) - X(v0), used only during setup */
- float dy; /**< Y(v1) - Y(v0), used only during setup */
- };
- vec_float4 ds; /**< vector accessor for dx and dy */
- };
- float dxdy; /**< dx/dy */
- float sx, sy; /**< first sample point coord */
- int lines; /**< number of lines on this edge */
-};
-
-
-struct interp_coef
-{
- vector float a0;
- vector float dadx;
- vector float dady;
-};
-
-
-/**
- * Triangle setup info (derived from draw_stage).
- * Also used for line drawing (taking some liberties).
- */
-struct setup_stage {
-
- /* Vertices are just an array of floats making up each attribute in
- * turn. Currently fixed at 4 floats, but should change in time.
- * Codegen will help cope with this.
- */
- union {
- struct {
- const struct vertex_header *vmin;
- const struct vertex_header *vmid;
- const struct vertex_header *vmax;
- const struct vertex_header *vprovoke;
- };
- qword vertex_headers;
- };
-
- struct edge ebot;
- struct edge etop;
- struct edge emaj;
-
- float oneOverArea; /* XXX maybe make into vector? */
-
- uint facing;
-
- uint tx, ty; /**< position of current tile (x, y) */
-
- union {
- struct {
- int cliprect_minx;
- int cliprect_miny;
- int cliprect_maxx;
- int cliprect_maxy;
- };
- qword cliprect;
- };
-
- struct interp_coef coef[PIPE_MAX_SHADER_INPUTS];
-
- struct {
- vec_int4 quad; /**< [0] = row0, [1] = row1; {left[0],left[1],right[0],right[1]} */
- int y;
- unsigned y_flags;
- unsigned mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */
- } span;
-};
-
-
-static struct setup_stage setup;
-
-
-static INLINE vector float
-splatx(vector float v)
-{
- return spu_splats(spu_extract(v, CHAN0));
-}
-
-static INLINE vector float
-splaty(vector float v)
-{
- return spu_splats(spu_extract(v, CHAN1));
-}
-
-static INLINE vector float
-splatz(vector float v)
-{
- return spu_splats(spu_extract(v, CHAN2));
-}
-
-static INLINE vector float
-splatw(vector float v)
-{
- return spu_splats(spu_extract(v, CHAN3));
-}
-
-
-/**
- * Setup fragment shader inputs by evaluating triangle's vertex
- * attribute coefficient info.
- * \param x quad x pos
- * \param y quad y pos
- * \param fragZ returns quad Z values
- * \param fragInputs returns fragment program inputs
- * Note: this code could be incorporated into the fragment program
- * itself to avoid the loop and switch.
- */
-static void
-eval_inputs(float x, float y, vector float *fragZ, vector float fragInputs[])
-{
- static const vector float deltaX = (const vector float) {0, 1, 0, 1};
- static const vector float deltaY = (const vector float) {0, 0, 1, 1};
-
- const uint posSlot = 0;
- const vector float pos = setup.coef[posSlot].a0;
- const vector float dposdx = setup.coef[posSlot].dadx;
- const vector float dposdy = setup.coef[posSlot].dady;
- const vector float fragX = spu_splats(x) + deltaX;
- const vector float fragY = spu_splats(y) + deltaY;
- vector float fragW, wInv;
- uint i;
-
- *fragZ = splatz(pos) + fragX * splatz(dposdx) + fragY * splatz(dposdy);
- fragW = splatw(pos) + fragX * splatw(dposdx) + fragY * splatw(dposdy);
- wInv = spu_re(fragW); /* 1 / w */
-
- /* loop over fragment program inputs */
- for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- uint attr = i + 1;
- enum interp_mode interp = spu.vertex_info.attrib[attr].interp_mode;
-
- /* constant term */
- vector float a0 = setup.coef[attr].a0;
- vector float r0 = splatx(a0);
- vector float r1 = splaty(a0);
- vector float r2 = splatz(a0);
- vector float r3 = splatw(a0);
-
- if (interp == INTERP_LINEAR || interp == INTERP_PERSPECTIVE) {
- /* linear term */
- vector float dadx = setup.coef[attr].dadx;
- vector float dady = setup.coef[attr].dady;
- /* Use SPU intrinsics here to get slightly better code.
- * originally: r0 += fragX * splatx(dadx) + fragY * splatx(dady);
- */
- r0 = spu_madd(fragX, splatx(dadx), spu_madd(fragY, splatx(dady), r0));
- r1 = spu_madd(fragX, splaty(dadx), spu_madd(fragY, splaty(dady), r1));
- r2 = spu_madd(fragX, splatz(dadx), spu_madd(fragY, splatz(dady), r2));
- r3 = spu_madd(fragX, splatw(dadx), spu_madd(fragY, splatw(dady), r3));
- if (interp == INTERP_PERSPECTIVE) {
- /* perspective term */
- r0 *= wInv;
- r1 *= wInv;
- r2 *= wInv;
- r3 *= wInv;
- }
- }
- fragInputs[CHAN0] = r0;
- fragInputs[CHAN1] = r1;
- fragInputs[CHAN2] = r2;
- fragInputs[CHAN3] = r3;
- fragInputs += 4;
- }
-}
-
-
-/**
- * Emit a quad (pass to next stage). No clipping is done.
- * Note: about 1/5 to 1/7 of the time, mask is zero and this function
- * should be skipped. But adding the test for that slows things down
- * overall.
- */
-static INLINE void
-emit_quad( int x, int y, mask_t mask)
-{
- /* If any bits in mask are set... */
- if (spu_extract(spu_orx(mask), 0)) {
- const int ix = x - setup.cliprect_minx;
- const int iy = y - setup.cliprect_miny;
-
- spu.cur_ctile_status = TILE_STATUS_DIRTY;
- spu.cur_ztile_status = TILE_STATUS_DIRTY;
-
- {
- /*
- * Run fragment shader, execute per-fragment ops, update fb/tile.
- */
- vector float inputs[4*4], outputs[2*4];
- vector unsigned int kill_mask;
- vector float fragZ;
-
- eval_inputs((float) x, (float) y, &fragZ, inputs);
-
- ASSERT(spu.fragment_program);
- ASSERT(spu.fragment_ops);
-
- /* Execute the current fragment program */
- kill_mask = spu.fragment_program(inputs, outputs, spu.constants);
-
- mask = spu_andc(mask, kill_mask);
-
- /* Execute per-fragment/quad operations, including:
- * alpha test, z test, stencil test, blend and framebuffer writing.
- * Note that there are two different fragment operations functions
- * that can be called, one for front-facing fragments, and one
- * for back-facing fragments. (Often the two are the same;
- * but in some cases, like two-sided stenciling, they can be
- * very different.) So choose the correct function depending
- * on the calculated facing.
- */
- spu.fragment_ops[setup.facing](ix, iy, &spu.ctile, &spu.ztile,
- fragZ,
- outputs[0*4+0],
- outputs[0*4+1],
- outputs[0*4+2],
- outputs[0*4+3],
- mask);
- }
- }
-}
-
-
-/**
- * Given an X or Y coordinate, return the block/quad coordinate that it
- * belongs to.
- */
-static INLINE int
-block(int x)
-{
- return x & ~1;
-}
-
-
-/**
- * Render a horizontal span of quads
- */
-static void
-flush_spans(void)
-{
- int minleft, maxright;
-
- const int l0 = spu_extract(setup.span.quad, 0);
- const int l1 = spu_extract(setup.span.quad, 1);
- const int r0 = spu_extract(setup.span.quad, 2);
- const int r1 = spu_extract(setup.span.quad, 3);
-
- switch (setup.span.y_flags) {
- case 0x3:
- /* both odd and even lines written (both quad rows) */
- minleft = MIN2(l0, l1);
- maxright = MAX2(r0, r1);
- break;
-
- case 0x1:
- /* only even line written (quad top row) */
- minleft = l0;
- maxright = r0;
- break;
-
- case 0x2:
- /* only odd line written (quad bottom row) */
- minleft = l1;
- maxright = r1;
- break;
-
- default:
- return;
- }
-
- /* OK, we're very likely to need the tile data now.
- * clear or finish waiting if needed.
- */
- if (spu.cur_ctile_status == TILE_STATUS_GETTING) {
- /* wait for mfc_get() to complete */
- //printf("SPU: %u: waiting for ctile\n", spu.init.id);
- wait_on_mask(1 << TAG_READ_TILE_COLOR);
- spu.cur_ctile_status = TILE_STATUS_CLEAN;
- }
- else if (spu.cur_ctile_status == TILE_STATUS_CLEAR) {
- //printf("SPU %u: clearing C tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
- clear_c_tile(&spu.ctile);
- spu.cur_ctile_status = TILE_STATUS_DIRTY;
- }
- ASSERT(spu.cur_ctile_status != TILE_STATUS_DEFINED);
-
- if (spu.read_depth_stencil) {
- if (spu.cur_ztile_status == TILE_STATUS_GETTING) {
- /* wait for mfc_get() to complete */
- //printf("SPU: %u: waiting for ztile\n", spu.init.id);
- wait_on_mask(1 << TAG_READ_TILE_Z);
- spu.cur_ztile_status = TILE_STATUS_CLEAN;
- }
- else if (spu.cur_ztile_status == TILE_STATUS_CLEAR) {
- //printf("SPU %u: clearing Z tile %u, %u\n", spu.init.id, setup.tx, setup.ty);
- clear_z_tile(&spu.ztile);
- spu.cur_ztile_status = TILE_STATUS_DIRTY;
- }
- ASSERT(spu.cur_ztile_status != TILE_STATUS_DEFINED);
- }
-
- /* XXX this loop could be moved into the above switch cases... */
-
- /* Setup for mask calculation */
- const vec_int4 quad_LlRr = setup.span.quad;
- const vec_int4 quad_RrLl = spu_rlqwbyte(quad_LlRr, 8);
- const vec_int4 quad_LLll = spu_shuffle(quad_LlRr, quad_LlRr, SHUFFLE4(A,A,B,B));
- const vec_int4 quad_RRrr = spu_shuffle(quad_RrLl, quad_RrLl, SHUFFLE4(A,A,B,B));
-
- const vec_int4 twos = spu_splats(2);
-
- const int x = block(minleft);
- vec_int4 xs = {x, x+1, x, x+1};
-
- for (; spu_extract(xs, 0) <= block(maxright); xs += twos) {
- /**
- * Computes mask to indicate which pixels in the 2x2 quad are actually
- * inside the triangle's bounds.
- */
-
- /* Calculate ({x,x+1,x,x+1} >= {l[0],l[0],l[1],l[1]}) */
- const mask_t gt_LLll_xs = spu_cmpgt(quad_LLll, xs);
- const mask_t gte_xs_LLll = spu_nand(gt_LLll_xs, gt_LLll_xs);
-
- /* Calculate ({r[0],r[0],r[1],r[1]} > {x,x+1,x,x+1}) */
- const mask_t gt_RRrr_xs = spu_cmpgt(quad_RRrr, xs);
-
- /* Combine results to create mask */
- const mask_t mask = spu_and(gte_xs_LLll, gt_RRrr_xs);
-
- emit_quad(spu_extract(xs, 0), setup.span.y, mask);
- }
-
- setup.span.y = 0;
- setup.span.y_flags = 0;
- /* Zero right elements */
- setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
-}
-
-
-#if DEBUG_VERTS
-static void
-print_vertex(const struct vertex_header *v)
-{
- uint i;
- fprintf(stderr, " Vertex: (%p)\n", v);
- for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- fprintf(stderr, " %d: %f %f %f %f\n", i,
- spu_extract(v->data[i], 0),
- spu_extract(v->data[i], 1),
- spu_extract(v->data[i], 2),
- spu_extract(v->data[i], 3));
- }
-}
-#endif
-
-/* Returns the minimum of each slot of two vec_float4s as qwords.
- * i.e. return[n] = min(q0[n],q1[n]);
- */
-static qword
-minfq(qword q0, qword q1)
-{
- const qword q0q1m = si_fcgt(q0, q1);
- return si_selb(q0, q1, q0q1m);
-}
-
-/* Returns the minimum of each slot of three vec_float4s as qwords.
- * i.e. return[n] = min(q0[n],q1[n],q2[n]);
- */
-static qword
-min3fq(qword q0, qword q1, qword q2)
-{
- return minfq(minfq(q0, q1), q2);
-}
-
-/* Returns the maximum of each slot of two vec_float4s as qwords.
- * i.e. return[n] = min(q0[n],q1[n],q2[n]);
- */
-static qword
-maxfq(qword q0, qword q1) {
- const qword q0q1m = si_fcgt(q0, q1);
- return si_selb(q1, q0, q0q1m);
-}
-
-/* Returns the maximum of each slot of three vec_float4s as qwords.
- * i.e. return[n] = min(q0[n],q1[n],q2[n]);
- */
-static qword
-max3fq(qword q0, qword q1, qword q2) {
- return maxfq(maxfq(q0, q1), q2);
-}
-
-/**
- * Sort vertices from top to bottom.
- * Compute area and determine front vs. back facing.
- * Do coarse clip test against tile bounds
- * \return FALSE if tri is totally outside tile, TRUE otherwise
- */
-static boolean
-setup_sort_vertices(const qword vs)
-{
- float area, sign;
-
-#if DEBUG_VERTS
- if (spu.init.id==0) {
- fprintf(stderr, "SPU %u: Triangle:\n", spu.init.id);
- print_vertex(v0);
- print_vertex(v1);
- print_vertex(v2);
- }
-#endif
-
- {
- /* Load the float values for various processing... */
- const qword f0 = (qword)(((const struct vertex_header*)si_to_ptr(vs))->data[0]);
- const qword f1 = (qword)(((const struct vertex_header*)si_to_ptr(si_rotqbyi(vs, 4)))->data[0]);
- const qword f2 = (qword)(((const struct vertex_header*)si_to_ptr(si_rotqbyi(vs, 8)))->data[0]);
-
- /* Check if triangle is completely outside the tile bounds
- * Find the min and max x and y positions of the three poits */
- const qword minf = min3fq(f0, f1, f2);
- const qword maxf = max3fq(f0, f1, f2);
-
- /* Compare min and max against cliprect vals */
- const qword maxsmins = si_shufb(maxf, minf, SHUFB4(A,B,a,b));
- const qword outside = si_fcgt(maxsmins, si_csflt(setup.cliprect, 0));
-
- /* Use a little magic to work out of the tri is visible or not */
- if(si_to_uint(si_xori(si_gb(outside), 0xc))) return FALSE;
-
- /* determine bottom to top order of vertices */
- /* A table of shuffle patterns for putting vertex_header pointers into
- correct order. Quite magical. */
- const qword sort_order_patterns[] = {
- SHUFB4(A,B,C,C),
- SHUFB4(C,A,B,C),
- SHUFB4(A,C,B,C),
- SHUFB4(B,C,A,C),
- SHUFB4(B,A,C,C),
- SHUFB4(C,B,A,C) };
-
- /* Collate y values into two vectors for comparison.
- Using only one shuffle constant! ;) */
- const qword y_02_ = si_shufb(f0, f2, SHUFB4(0,B,b,C));
- const qword y_10_ = si_shufb(f1, f0, SHUFB4(0,B,b,C));
- const qword y_012 = si_shufb(y_02_, f1, SHUFB4(0,B,b,C));
- const qword y_120 = si_shufb(y_10_, f2, SHUFB4(0,B,b,C));
-
- /* Perform comparison: {y0,y1,y2} > {y1,y2,y0} */
- const qword compare = si_fcgt(y_012, y_120);
- /* Compress the result of the comparison into 4 bits */
- const qword gather = si_gb(compare);
- /* Subtract one to attain the index into the LUT. Magical. */
- const unsigned int index = si_to_uint(gather) - 1;
-
- /* Load the appropriate pattern and construct the desired vector. */
- setup.vertex_headers = si_shufb(vs, vs, sort_order_patterns[index]);
-
- /* Using the result of the comparison, set sign.
- Very magical. */
- sign = ((si_to_uint(si_cntb(gather)) == 2) ? 1.0f : -1.0f);
- }
-
- setup.ebot.ds = spu_sub(setup.vmid->data[0], setup.vmin->data[0]);
- setup.emaj.ds = spu_sub(setup.vmax->data[0], setup.vmin->data[0]);
- setup.etop.ds = spu_sub(setup.vmax->data[0], setup.vmid->data[0]);
-
- /*
- * Compute triangle's area. Use 1/area to compute partial
- * derivatives of attributes later.
- */
- area = setup.emaj.dx * setup.ebot.dy - setup.ebot.dx * setup.emaj.dy;
-
- setup.oneOverArea = 1.0f / area;
-
- /* The product of area * sign indicates front/back orientation (0/1).
- * Just in case someone gets the bright idea of switching the front
- * and back constants without noticing that we're assuming their
- * values in this operation, also assert that the values are
- * what we think they are.
- */
- ASSERT(CELL_FACING_FRONT == 0);
- ASSERT(CELL_FACING_BACK == 1);
- setup.facing = (area * sign > 0.0f)
- ^ (!spu.rasterizer.front_ccw);
-
- return TRUE;
-}
-
-
-/**
- * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
- * The value value comes from vertex->data[slot].
- * The result will be put into setup.coef[slot].a0.
- * \param slot which attribute slot
- */
-static INLINE void
-const_coeff4(uint slot)
-{
- setup.coef[slot].dadx = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].dady = (vector float) {0.0, 0.0, 0.0, 0.0};
- setup.coef[slot].a0 = setup.vprovoke->data[slot];
-}
-
-
-/**
- * As above, but interp setup all four vector components.
- */
-static INLINE void
-tri_linear_coeff4(uint slot)
-{
- const vector float vmin_d = setup.vmin->data[slot];
- const vector float vmid_d = setup.vmid->data[slot];
- const vector float vmax_d = setup.vmax->data[slot];
- const vector float xxxx = spu_splats(spu_extract(setup.vmin->data[0], 0) - 0.5f);
- const vector float yyyy = spu_splats(spu_extract(setup.vmin->data[0], 1) - 0.5f);
-
- vector float botda = vmid_d - vmin_d;
- vector float majda = vmax_d - vmin_d;
-
- vector float a = spu_sub(spu_mul(spu_splats(setup.ebot.dy), majda),
- spu_mul(botda, spu_splats(setup.emaj.dy)));
- vector float b = spu_sub(spu_mul(spu_splats(setup.emaj.dx), botda),
- spu_mul(majda, spu_splats(setup.ebot.dx)));
-
- setup.coef[slot].dadx = spu_mul(a, spu_splats(setup.oneOverArea));
- setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
-
- vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
- vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
-
- setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
-}
-
-
-/**
- * Compute a0, dadx and dady for a perspective-corrected interpolant,
- * for a triangle.
- * We basically multiply the vertex value by 1/w before computing
- * the plane coefficients (a0, dadx, dady).
- * Later, when we compute the value at a particular fragment position we'll
- * divide the interpolated value by the interpolated W at that fragment.
- */
-static void
-tri_persp_coeff4(uint slot)
-{
- const vector float xxxx = spu_splats(spu_extract(setup.vmin->data[0], 0) - 0.5f);
- const vector float yyyy = spu_splats(spu_extract(setup.vmin->data[0], 1) - 0.5f);
-
- const vector float vmin_w = spu_splats(spu_extract(setup.vmin->data[0], 3));
- const vector float vmid_w = spu_splats(spu_extract(setup.vmid->data[0], 3));
- const vector float vmax_w = spu_splats(spu_extract(setup.vmax->data[0], 3));
-
- vector float vmin_d = setup.vmin->data[slot];
- vector float vmid_d = setup.vmid->data[slot];
- vector float vmax_d = setup.vmax->data[slot];
-
- vmin_d = spu_mul(vmin_d, vmin_w);
- vmid_d = spu_mul(vmid_d, vmid_w);
- vmax_d = spu_mul(vmax_d, vmax_w);
-
- vector float botda = vmid_d - vmin_d;
- vector float majda = vmax_d - vmin_d;
-
- vector float a = spu_sub(spu_mul(spu_splats(setup.ebot.dy), majda),
- spu_mul(botda, spu_splats(setup.emaj.dy)));
- vector float b = spu_sub(spu_mul(spu_splats(setup.emaj.dx), botda),
- spu_mul(majda, spu_splats(setup.ebot.dx)));
-
- setup.coef[slot].dadx = spu_mul(a, spu_splats(setup.oneOverArea));
- setup.coef[slot].dady = spu_mul(b, spu_splats(setup.oneOverArea));
-
- vector float tempx = spu_mul(setup.coef[slot].dadx, xxxx);
- vector float tempy = spu_mul(setup.coef[slot].dady, yyyy);
-
- setup.coef[slot].a0 = spu_sub(vmin_d, spu_add(tempx, tempy));
-}
-
-
-
-/**
- * Compute the setup.coef[] array dadx, dady, a0 values.
- * Must be called after setup.vmin,vmid,vmax,vprovoke are initialized.
- */
-static void
-setup_tri_coefficients(void)
-{
- uint i;
-
- for (i = 0; i < spu.vertex_info.num_attribs; i++) {
- switch (spu.vertex_info.attrib[i].interp_mode) {
- case INTERP_NONE:
- break;
- case INTERP_CONSTANT:
- const_coeff4(i);
- break;
- case INTERP_POS:
- /* fall-through */
- case INTERP_LINEAR:
- tri_linear_coeff4(i);
- break;
- case INTERP_PERSPECTIVE:
- tri_persp_coeff4(i);
- break;
- default:
- ASSERT(0);
- }
- }
-}
-
-
-static void
-setup_tri_edges(void)
-{
- float vmin_x = spu_extract(setup.vmin->data[0], 0) + 0.5f;
- float vmid_x = spu_extract(setup.vmid->data[0], 0) + 0.5f;
-
- float vmin_y = spu_extract(setup.vmin->data[0], 1) - 0.5f;
- float vmid_y = spu_extract(setup.vmid->data[0], 1) - 0.5f;
- float vmax_y = spu_extract(setup.vmax->data[0], 1) - 0.5f;
-
- setup.emaj.sy = CEILF(vmin_y);
- setup.emaj.lines = (int) CEILF(vmax_y - setup.emaj.sy);
- setup.emaj.dxdy = setup.emaj.dx / setup.emaj.dy;
- setup.emaj.sx = vmin_x + (setup.emaj.sy - vmin_y) * setup.emaj.dxdy;
-
- setup.etop.sy = CEILF(vmid_y);
- setup.etop.lines = (int) CEILF(vmax_y - setup.etop.sy);
- setup.etop.dxdy = setup.etop.dx / setup.etop.dy;
- setup.etop.sx = vmid_x + (setup.etop.sy - vmid_y) * setup.etop.dxdy;
-
- setup.ebot.sy = CEILF(vmin_y);
- setup.ebot.lines = (int) CEILF(vmid_y - setup.ebot.sy);
- setup.ebot.dxdy = setup.ebot.dx / setup.ebot.dy;
- setup.ebot.sx = vmin_x + (setup.ebot.sy - vmin_y) * setup.ebot.dxdy;
-}
-
-
-/**
- * Render the upper or lower half of a triangle.
- * Scissoring/cliprect is applied here too.
- */
-static void
-subtriangle(struct edge *eleft, struct edge *eright, unsigned lines)
-{
- const int minx = setup.cliprect_minx;
- const int maxx = setup.cliprect_maxx;
- const int miny = setup.cliprect_miny;
- const int maxy = setup.cliprect_maxy;
- int y, start_y, finish_y;
- int sy = (int)eleft->sy;
-
- ASSERT((int)eleft->sy == (int) eright->sy);
-
- /* clip top/bottom */
- start_y = sy;
- finish_y = sy + lines;
-
- if (start_y < miny)
- start_y = miny;
-
- if (finish_y > maxy)
- finish_y = maxy;
-
- start_y -= sy;
- finish_y -= sy;
-
- /*
- printf("%s %d %d\n", __FUNCTION__, start_y, finish_y);
- */
-
- for (y = start_y; y < finish_y; y++) {
-
- /* avoid accumulating adds as floats don't have the precision to
- * accurately iterate large triangle edges that way. luckily we
- * can just multiply these days.
- *
- * this is all drowned out by the attribute interpolation anyway.
- */
- int left = (int)(eleft->sx + y * eleft->dxdy);
- int right = (int)(eright->sx + y * eright->dxdy);
-
- /* clip left/right */
- if (left < minx)
- left = minx;
- if (right > maxx)
- right = maxx;
-
- if (left < right) {
- int _y = sy + y;
- if (block(_y) != setup.span.y) {
- flush_spans();
- setup.span.y = block(_y);
- }
-
- int offset = _y&1;
- vec_int4 quad_LlRr = {left, left, right, right};
- /* Store left and right in 0 or 1 row of quad based on offset */
- setup.span.quad = spu_sel(quad_LlRr, setup.span.quad, spu_maskw(5<<offset));
- setup.span.y_flags |= 1<<offset;
- }
- }
-
-
- /* save the values so that emaj can be restarted:
- */
- eleft->sx += lines * eleft->dxdy;
- eright->sx += lines * eright->dxdy;
- eleft->sy += lines;
- eright->sy += lines;
-}
-
-
-/**
- * Draw triangle into tile at (tx, ty) (tile coords)
- * The tile data should have already been fetched.
- */
-boolean
-tri_draw(const qword vs,
- uint tx, uint ty)
-{
- setup.tx = tx;
- setup.ty = ty;
-
- /* set clipping bounds to tile bounds */
- const qword clipbase = (qword)((vec_uint4){tx, ty});
- const qword clipmin = si_mpyui(clipbase, TILE_SIZE);
- const qword clipmax = si_ai(clipmin, TILE_SIZE);
- setup.cliprect = si_shufb(clipmin, clipmax, SHUFB4(A,B,a,b));
-
- if(!setup_sort_vertices(vs)) {
- return FALSE; /* totally clipped */
- }
-
- setup_tri_coefficients();
- setup_tri_edges();
-
- setup.span.y = 0;
- setup.span.y_flags = 0;
- /* Zero right elements */
- setup.span.quad = spu_shuffle(setup.span.quad, setup.span.quad, SHUFFLE4(A,B,0,0));
-
- if (setup.oneOverArea < 0.0) {
- /* emaj on left */
- subtriangle( &setup.emaj, &setup.ebot, setup.ebot.lines );
- subtriangle( &setup.emaj, &setup.etop, setup.etop.lines );
- }
- else {
- /* emaj on right */
- subtriangle( &setup.ebot, &setup.emaj, setup.ebot.lines );
- subtriangle( &setup.etop, &setup.emaj, setup.etop.lines );
- }
-
- flush_spans();
-
- return TRUE;
-}